Non-transitory computer readable recording medium, game server, and control method

ABSTRACT

A non-transitory computer readable recording medium having stored thereon instructions to be executed on by a game server, the game server and corresponding method which cause the game server to perform the steps of: provide a networked multiplayer battle game over a network, storing a battle history including an identifier of an opponent with whom a user has battled in the multiplayer battle game; determining, based on the battle history and an identifier of an opponent with whom a battle begins, a procedure for conducting the battle in the battle game to be one of a first mode for conducting the battle based on user operations and a second mode for conducting the battle with fewer user operations than in the first mode, and conducting the battle with the determined procedure.

CROSS-REFERENCE TO RELATED APPLICATIONS

This is a Continuation of application Ser. No. 16/403,032 filed May 3,2019, which is a Continuation of application Ser. No. 15/938,681 filedMar. 28, 2018, which is a Continuation of Ser. No. 15/582,134 filed Apr.28, 2017, which is a Continuation of application Ser. No. 15/265,441filed Sep. 14, 2016, which is a Continuation of application Ser. No.14/445,652 filed Jul. 29, 2014, which issued on Oct. 18, 2016 as U.S.Pat. No. 9,468,849, which claims priority to and the benefit of JapanesePatent Application No. 2013-158440 filed Jul. 31, 2013, and JapanesePatent Application No. 2014-42978 filed Mar. 5, 2014, the entirecontents of which are incorporated herein by reference.

TECHNICAL FIELD

The present invention relates to a non-transitory computer readablerecording medium, a game server, a game control method, and a gamesystem.

BACKGROUND ART

As a video game using an information processing device such as acomputer, a battle game has been proposed to allow a user to fight anopponent by controlling a player character in the game (for example, seePatent Literature 1). In such a battle game, a turn-based combat systemis used, and the user battles by selecting a command during each turn todetermine the action of the player character.

CITATION LIST Patent Literature

Patent Literature 1: JP 2007-075612 A

SUMMARY OF INVENTION Technical Problem

In a conventional battle game, however, during one battle, the userneeds to select a command to determine the action of the playercharacter many times, which may make operation troublesome.

The present invention has been conceived in light of the abovecircumstances, and it is an object thereof to provide a non-transitorycomputer readable recording medium, a game server, a game controlmethod, and a game system that make the user operation in a battle gameless troublesome.

Solution to Problem

A non-transitory computer readable recording medium according to thepresent invention for solving the above problems is a non-transitorycomputer readable recording medium having stored thereon instructions tobe executed on a computer providing a battle game to a communicationterminal, the instructions causing the computer to perform the steps of:storing a battle history including an identifier of an opponent withwhom a user has battled in the battle game; determining, based on thebattle history and on an identifier of an opponent with whom a battlebegins, a procedure for conducting the battle in the battle game to beone of a first mode for conducting the battle based on user operationsand a second mode for conducting the battle with fewer user operationsthan in the first mode; and conducting the battle with the determinedprocedure.

In the non-transitory computer readable recording medium according tothe present invention, the instructions preferably further cause thecomputer to perform the steps of: when the identifier of the opponentwith whom the battle begins matches the identifier of the opponentincluded in the battle history, causing the communication terminal todisplay a mode selection screen allowing the user to select between thefirst mode and the second mode; receiving a user operation via the modeselection screen; and determining the procedure for conducting thebattle in accordance with the user operation that is received; and whenthe identifier of the opponent with whom the battle begins does notmatch the identifier of the opponent included in the battle history,determining the procedure for conducting the battle to be the firstmode.

In the non-transitory computer readable recording medium according tothe present invention, the battle history preferably further includeswin-loss information on the user for each opponent with whom the userhas battled, and the instructions preferably further cause the computerto perform the steps of: when the identifier of the opponent with whomthe battle begins matches an identifier that is included in the battlehistory and that identifies an opponent against whom the user has won,causing the communication terminal to display a mode selection screenallowing the user to select between the first mode and the second mode;receiving a user operation via the mode selection screen; anddetermining the procedure for conducting the battle in accordance withthe user operation that is received; and when the identifier of theopponent with whom a battle begins does not match an identifier that isincluded in the battle history and that identifies an opponent againstwhom the user has won, determining the procedure for conducting thebattle to be the first mode.

In the non-transitory computer readable recording medium according tothe present invention, the battle history preferably further includeswin-loss information on the user for each opponent with whom the userhas battled, and the instructions preferably further cause the computerto perform the steps of: when the identifier of the opponent with whomthe battle begins matches an identifier that is included in the battlehistory and that identifies an opponent against whom the user has won,calculating a predicted result of the battle in the second mode; andbefore determining the procedure for conducting the battle, causing thecommunication terminal to display information in accordance with thepredicted result.

In the non-transitory computer readable recording medium according tothe present invention, the instructions preferably further cause thecomputer to perform the step of: when the predicted result is moreadverse for the user than a predetermined standard and the user hasselected the second mode on the mode selection screen, causing thecommunication terminal to display a confirmation screen for the user toconfirm selection of the second mode.

In the non-transitory computer readable recording medium according tothe present invention, the instructions preferably further cause thecomputer to perform the steps of: when conducting the battle in thesecond mode, storing a battle log indicating content of the battle; anddisplaying a battle log screen to present the battle log to the user.

In the non-transitory computer readable recording medium according tothe present invention, the instructions preferably further cause thecomputer to perform the steps of: when the user wins the battle,determining a winning reward in accordance with the procedure forconducting the battle; and providing the determined winning reward tothe user.

A non-transitory computer readable recording medium according to thepresent invention is a non-transitory computer readable recording mediumhaving stored thereon instructions to be executed on a computerproviding a battle game to a communication terminal, the instructionscausing the computer to perform the steps of: causing the communicationterminal to display at least one of i) information in accordance with abattle result when a battle is conducted in a second mode for conductingthe battle with fewer user operations than in a first mode forconducting the battle based on user operations, and ii) informationindicating that an opponent is an opponent with whom a user has battledbefore; causing the communication terminal to display a mode selectionscreen allowing the user to select between the first mode and the secondmode; determining a procedure for conducting the battle to be the firstmode or the second mode in accordance with a user operation received viathe mode selection screen; and conducting the battle with the determinedprocedure.

In the non-transitory computer readable recording medium according tothe present invention, the instructions preferably further cause thecomputer to perform the step of: when the battle result for conductingthe battle in the second mode is more adverse for the user than apredetermined standard and the user has selected the second mode on themode selection screen, causing the communication terminal to display aconfirmation screen for the user to confirm selection of the secondmode.

In the non-transitory computer readable recording medium according tothe present invention, the instructions preferably further cause thecomputer to perform the steps of: when conducting the battle in thesecond mode, storing a battle log indicating content of the battle; anddisplaying a battle log screen to present the battle log to the user.

In the non-transitory computer readable recording medium according tothe present invention, the instructions preferably further cause thecomputer to perform the step of: when the user wins the battle,providing the user with a winning reward determined in accordance withthe procedure for conducting the battle.

A game server according to the present invention is a game server forproviding a battle game to a communication terminal, the game servercomprising: a storage unit configured to store a battle historyincluding an identifier of an opponent with whom a user has battled inthe battle game; a procedure determination unit configured to determine,based on the battle history and on an identifier of an opponent withwhom a battle begins, a procedure for conducting the battle in thebattle game to be one of a first mode for conducting the battle based onuser operations and a second mode for conducting the battle with feweruser operations than in the first mode; and a control unit configured toconduct the battle with the determined procedure.

A game server according to the present invention is a game server forproviding a battle game to a communication terminal, the game servercomprising: a server control unit configured to cause the communicationterminal to display at least one of i) information in accordance with abattle result when a battle is conducted in a second mode for conductingthe battle with fewer user operations than in a first mode forconducting the battle based on user operations, and ii) informationindicating that an opponent is an opponent with whom a user has battledbefore, and to cause the communication terminal to display a modeselection screen allowing the user to select between the first mode andthe second mode; and a procedure determination unit configured todetermine a procedure for conducting the battle to be the first mode orthe second mode in accordance with a user operation received via themode selection screen, wherein the server control unit conducts thebattle with the determined procedure.

A game control method according to the present invention is a gamecontrol method used in a game server for providing a battle game to acommunication terminal, the game control method comprising the steps of:storing a battle history including an identifier of an opponent withwhom a user has battled in the battle game; determining, based on thebattle history and on an identifier of an opponent with whom a battlebegins, a procedure for conducting the battle in the battle game to beone of a first mode for conducting the battle based on user operationsand a second mode for conducting the battle with fewer user operationsthan in the first mode; and conducting the battle with the determinedprocedure.

A game control method according to the present invention is a gamecontrol method used in a game server for providing a battle game to acommunication terminal, the game control method comprising the steps of:causing the communication terminal to display at least one of i)information in accordance with a battle result when a battle isconducted in a second mode for conducting the battle with fewer useroperations than in a first mode for conducting the battle based on useroperations, and ii) information indicating that an opponent is anopponent with whom a user has battled before; causing the communicationterminal to display a mode selection screen allowing the user to selectbetween the first mode and the second mode; determining a procedure forconducting the battle to be the first mode or the second mode inaccordance with a user operation received via the mode selection screen;and conducting the battle with the determined procedure.

A game system according to the present invention is a game systemcomprising a communication terminal and a game server for providing abattle game to the communication terminal, the game server storing abattle history including an identifier of an opponent with whom a userhas battled in the battle game; determining, based on the battle historyand on an identifier of an opponent with whom a battle begins, aprocedure for conducting the battle in the battle game to be one of afirst mode for conducting the battle based on user operations and asecond mode for conducting the battle with fewer user operations than inthe first mode; and conducting the battle with the determined procedure.

A game system according to the present invention is a game systemcomprising a communication terminal and a game server for providing abattle game to the communication terminal, the game server causing thecommunication terminal to display at least one of i) information inaccordance with a battle result when a battle is conducted in a secondmode for conducting the battle with fewer user operations than in afirst mode for conducting the battle based on user operations, and ii)information indicating that an opponent is an opponent with whom a userhas battled before; causing the communication terminal to display a modeselection screen allowing the user to select between the first mode andthe second mode; determining a procedure for conducting the battle to bethe first mode or the second mode in accordance with a user operationreceived via the mode selection screen; and conducting the battle withthe determined procedure.

Advantageous Effect of Invention

The non-transitory computer readable recording medium, game server, gamecontrol method, and game system according to the present invention canmake the user operation in a battle game less troublesome.

BRIEF DESCRIPTION OF DRAWINGS

The present invention will be further described below with reference tothe accompanying drawings, wherein:

FIG. 1 is a block diagram of a game system according to an embodiment ofthe present invention;

FIGS. 2(a) and 2(b) illustrate an example of the user data in FIG. 1;

FIGS. 3(a) and 3(b) illustrate an example of the opponent database inFIG. 1;

FIG. 4 illustrates an example of the battle history in FIG. 1;

FIG. 5 illustrates an example of the battle log in FIG. 1;

FIGS. 6(a) and 6(b) illustrate an example of a mode selection screenaccording to an embodiment of the present invention;

FIG. 7 illustrates an example of a confirmation screen according to anembodiment of the present invention;

FIG. 8 illustrates an example of an auto mode rendering screen accordingto an embodiment of the present invention;

FIG. 9 illustrates an example of a battle result screen according to anembodiment of the present invention;

FIG. 10 illustrates an example of a battle log screen according to anembodiment of the present invention;

FIG. 11 illustrates an example of a reward attainment screen accordingto an embodiment of the present invention;

FIG. 12 illustrates an example of a manual mode battle screen accordingto an embodiment of the present invention;

FIG. 13 is a flowchart illustrating operations of a game serveraccording to an embodiment of the present invention; and

FIG. 14 is a flowchart illustrating operations of a communicationterminal according to an embodiment of the present invention.

DESCRIPTION OF EMBODIMENTS

The following describes an embodiment of the present invention.

FIG. 1 is a block diagram of a game system according to an embodiment ofthe present invention. The game system according to the presentembodiment includes a game server 1 and a plurality of communicationterminals 2. For the sake of simplicity, only one communication terminal2 is illustrated in FIG. 1. The game server 1 transmits a battle game tothe communication terminal 2. In the explanation below, a user in thisgame forms a deck from a maximum of 12 cards by combining cards withinthe game. Each card has a command determining an action of the playercharacter controlled by the user. The user battles with an enemycharacter, i.e. an opponent, by selecting a card included in the deck asa command to determine the action of the player character. A battletakes place when a predetermined battle event occurs within the game,such as when the player character encounters an enemy.

The game server 1 includes a server communication unit 10, a storageunit 11, a procedure determination unit 12, an auto mode processing unit13, a winning reward determination unit 14, and a server control unit15.

The server communication unit 10 communicates with the communicationterminal 2 over either or both of a wireless and wired connection.

The storage unit 11 stores user data 110, an opponent database (DB) 111,a battle history 112, and a battle log 113.

With reference to FIGS. 2(a) and 2(b), the user data 110 is described.The user data 110 (110 a, 110 b) is unique information for each user andincludes a variety of information necessary to play the battle game.

As illustrated in FIG. 2(a), the user data 110 a includes the parameters“level”, “experience”, “maximum deck cost”, and “money” in associationwith a “user ID” that uniquely identifies a user. The user data 110 amay also include information such as a list of cards or a list of gameitems held by the user.

The “user ID” may be a character string, a player character name thatthe user freely sets, or the like that can uniquely identify a user. The“level” is a parameter indicating the degree of development of theplayer character within the game. A higher numerical value for the levelindicates a higher degree of development. “Experience” is a parameterthat contributes to an increase in level and increases in accordancewith progress in the game, battles, and the like. When experiencereaches 100%, the level rises, and experience is reset to 0%. The“maximum deck cost” is a parameter contributing to the degree of freedomfor forming the deck. As described below, a “cost” is set for each card,and the user must form the deck so that the total cost of all the cardsin the deck is equal to or less than the maximum deck cost. Accordingly,the maximum deck cost is the maximum value of the total cost of cardsthat can be included in the deck. The maximum deck cost increases as thelevel rises. “Money” is a parameter indicating the amount of gamecurrency that the user has. Money increases in accordance with progressin the game, battles, and the like.

The user data 110 b includes information on the deck that the user hasformed. As illustrated in FIG. 2(b), the user data 110 b includes thefollowing parameters for each card constituting the user's deck: “cardID”, “level”, “experience”, “evolution”, “cost”, “HP”, “ATK”, “commandID”, “command type”, and “activation/recovery turns”.

The “card ID” is information that can identify a card within the gameand may be any character string, a character name depicted on the card,or the like that can uniquely identify a card. The “level” is aparameter indicating the degree of development of the card. A highernumerical value for the level indicates a higher degree of development.“Experience” is a parameter that contributes to an increase in level andincreases in accordance with progress in the game, battles, and thelike. “Evolution” is a parameter indicating the number of times thatevolution is possible with a predetermined method such as synthesizing acard of the same type. “Evolution” is indicated as “current evolutionlevel/final evolution level”. For example, if “evolution” is “⅓”, thisindicates that evolution is possible two more times. “Cost” is aparameter indicating the cost necessary to include the card in the deck.“HP” is a parameter contributing to the hit points (HP) of the playercharacter and increases in accordance with level and evolution. Themaximum HP value for the player character is the total of the HP of eachcard in the deck. The player character's HP decreases when, for example,the player character is attacked by an opponent in a battle, and theplayer character loses the battle when HP reaches zero. “ATK” is aparameter contributing to the power of player character actions viacommands such as attack, recover, and the like. The power of a commandincreases as the ATK value is higher. The “command ID” is informationthat can identify a command that a card has and may, for example, be anycharacter string or any command name that can uniquely identify acommand. The “command type” is information indicating the type of thecorresponding command. For example, command types include “attack”,which inflicts damage on an opponent, “recover”, which recovers theplayer character's HP, “assist”, which for example strengthens/weakensthe player character/opponent, and the like. “Activation/recovery turns”is a parameter indicating the time required from when a card is selectedat the start of the turn until the action due to the command isperformed (number of turns to activation) and the time required fromwhen the action due to the command is performed until the card can beselected again (number of turns to recovery). “Activation/recoveryturns” is indicated as “number of turns to activation/number of turns torecovery”. For example, if the user starts a turn by selecting “card001”that includes “cmd01” for which the “activation/recovery turns” is “½”,the player character attacks the opponent with the command “cmd01” oneturn after card selection, i.e. in the turn immediately after selectionof the card. The user then cannot select “card001” again until two turnsafter selection of the card, i.e. until one more turn has passed aftercompletion of the turn in which the player character attacks with thecommand “cmd01”. Note that a turn is an opportunity for the playercharacter and the opponent to act. At the start of a turn, the userselects a card to determine the action of the player character, and theturn progresses. When the player character and all of the opponents thatcan act in a turn have acted, or when there is no player character noropponent who can act in the turn, then the turn finishes, and a new turnbegins.

Next, with reference to FIGS. 3(a) and 3(b), the opponent database 111is described. The opponent database 111 (111 a, 111 b) includes avariety of information related to the enemy characters that becomeopponents.

As illustrated in FIG. 3(a), the opponent database 111 a includes theparameters “level”, “HP”, “ATK”, “command ID”, “command type”, and“activation/recovery turns” in association with an “enemy character ID”that can uniquely identify an enemy character. Since these parametersare the same as the card parameters described for the user data 110 b, adescription thereof is omitted. An enemy character may have a pluralityof commands, for example as “enemy002” does. When the enemy characterhas a plurality of commands, one of the commands is automaticallyselected, and the enemy character acts.

As illustrated in FIG. 3(b), the opponent database 111 b includescombinations of enemy character IDs that appear as opponents inassociation with “opponent sets”. Specifically, at the start of a battlein the game, one of the opponent sets is selected from the opponentdatabase 111 b to determine the opponent. For example, when “set01” isselected as the “opponent set”, three of “enemy001” appear as opponents.In other words, the “opponent set” is an identifier indicating acombination of enemy characters that constitute the opponent(s).

Next, with reference to FIG. 4, the battle history 112 is described. Thebattle history 112 is information related to opponents with whom theuser has battled in the past. Specifically, in association with a userID, the battle history 112 includes “battled opponent sets”, i.e. theopponent sets (identifiers) of opponents with whom the user has battledin the past, and includes win-loss information on the user for eachbattled opponent set. For example, in FIG. 4, “user001” has won againstopponents corresponding to “set01” and “set02”, and the win-lossinformation indicates “win”. Furthermore, “user001” has not won againstthe opponent corresponding to “set03”, and the win-loss informationindicates “loss”. Next, “user002” has won against the opponentcorresponding to “set02”, and the win-loss information indicates “win”.On the other hand, “user002” has not won against the opponentcorresponding to “set03”, and the win-loss information indicates “loss”.Furthermore, “user002” has not battled against the opponentcorresponding to “set01”, and hence “set01” is not included in the“battled opponent set”.

Next, with reference to FIG. 5, the battle log 113 is described. Thebattle log 113 is information indicating the content of a battle whenthe battle is conducted in the below-described auto mode. Specifically,the battle log 113 includes a “turn number”, “acting character”, and“content of action”. The battle log 113 may be temporarily stored in thestorage unit 11 and erased after completion of the battle process.

The “turn number” indicates each turn that occurred from the start tothe end of a battle. The “acting character” indicates the ID of eachplayer character and enemy character that acted in the turn indicated bythe turn number. The “content of action” indicates the result of theaction taken by the corresponding acting character. For example, FIG. 5shows that in the “first turn”, “user001” attacked via “cmd01” andinflicted 1000 points of damage on “enemy001a”. Note that FIG. 5 showsan example of the opponent being three of “enemy001”, differentiatedfrom each other by being listed as “enemy001a”, “enemy001b”, and“enemy001c”.

The explanation now returns to FIG. 1. For each battle taking place inthe game, the procedure determination unit 12 determines a procedure forconducting the battle to be either a manual mode (first mode) forconducting the battle based on user operations and an auto mode (secondmode) for conducting the battle with fewer user operations than in themanual mode. Conducting the battle with fewer user operations than inthe manual mode includes, for example, the cases of conducting thebattle semi-automatically by omitting a portion of command selection bythe user and conducting the battle automatically by omitting all commandselection by the user. Specifically, at the start of a battle in thegame, the procedure determination unit 12 looks up the opponent setselected as the opponent in the battle history 112. The proceduredetermination unit 12 judges whether the opponent set matches a battledopponent set, included in the battle history 112, for which the win-lossinformation is “win”, i.e. whether the user has battled the opponent inthe past and won. When the opponent set matches a battled opponent setfor which the win-loss information is “win”, i.e. when the user has wonagainst the opponent in the past, then upon acquiring an input signalfrom the communication terminal 2, the procedure determination unit 12determines the procedure for conducting the battle based on the inputsignal. The input signal is for a user operation that the communicationterminal 2 has received on the below-described mode selection screen 3or confirmation screen 4. On the other hand, when the opponent set doesnot match a battled opponent set for which the win-loss information is“win”, i.e. when the user has not won against the opponent in the past,then the procedure determination unit 12 determines the procedure forconducting the battle to be the manual mode and transmits an instructionto the communication terminal 2 to conduct the battle in manual mode.

The auto mode processing unit 13 performs a battle process in auto mode.Specifically, the auto mode processing unit 13 automatically controlsthe player character, selecting cards and attacking the opponent inaccordance with a predetermined process. One possible predeterminedprocess is, for example, to use only the cards included in the deck forwhich the command type is attack and to attack in order starting withthe first enemy character. Any other process, however may be used. Forexample, when the recovery turn becomes longer as the power of thecommand is higher, then the battle may be conducted by prioritizing useof cards having commands with a long recovery turn. Until the battleends, i.e. until the HP of either every opponent or of the playercharacter reaches zero, the auto mode processing unit 13 continues toattack and calculates the battle result. The battle result includeswhether the battle was a win or a loss and the remaining HP of theplayer character. The auto mode processing unit 13 then stores thecontent of the battle in auto mode in the storage unit 11 as the battlelog 113.

Before the communication terminal 2 is caused to display thebelow-described mode selection screen 3, i.e. before the user selectsthe procedure for conducting the battle, the auto mode processing unit13 preferably performs the above-described process to calculate thebattle result by auto mode as a predicted result. When the proceduredetermination unit 12 determines that the procedure for conducting thebattle is auto mode, the auto mode processing unit 13 then determinesthe calculated predicted result to be the battle result of the battle.

When the player character wins the battle, the winning rewarddetermination unit 14 determines a winning reward in the game andprovides the winning reward to the user. Specifically, the winningreward determination unit 14 judges whether the user has won the battlebased on the battle result calculated by the auto mode processing unit13 or on the battle result acquired from the communication terminal 2.When the user has won the battle, the winning reward determination unit14 then determines the winning reward by a predetermined method andprovides the winning reward to user. The winning reward determinationunit 14 preferably determines the winning reward in accordance with theprocedure for conducting the battle. For example, the winning reward fora battle in manual mode may be selected from a reward group with ahigher value than the winning reward for a battle in auto mode.

The server control unit 15 controls the various operations of the gameserver 1 and the overall conduction of the game.

The server control unit 15 also determines the opponent with whom theuser battles. Specifically, at the start of a battle in the game, theserver control unit 15 selects an opponent set from the opponentdatabase 111 b and determines the selected opponent set to be theopponent.

Via the server communication unit 10, the server control unit 15transmits an instruction to the communication terminal 2 to display avariety of game screens. The variety of game screens include, forexample, the below-described mode selection screen 3, confirmationscreen 4, auto mode rendering screen 5, battle result screen 6, battlelog screen 7, reward attainment screen 8, and manual mode battle screen9.

The communication terminal 2 is provided with a terminal communicationunit 20, a display unit 21, an operation unit 22, a manual modeprocessing unit 23, and a terminal control unit 24.

The terminal communication unit 20 communicates with the game server 1over either or both of a wireless and wired connection.

The display unit 21 outputs display pertaining to the game provided bythe game server 1. Specifically, the display unit 21 displays thebelow-described mode selection screen 3, confirmation screen 4, automode rendering screen 5, battle result screen 6, battle log screen 7,reward attainment screen 8, and manual mode battle screen 9. Any type ofdisplay device may be used in the display unit 21, such as a liquidcrystal display, organic EL display, or the like.

The operation unit 22 receives user operations for the game. Theoperation unit 22 transmits an input signal in accordance with thereceived user operation to the terminal control unit 24. Any inputinterface may be used in the operation unit 22, such as a button, touchpanel, or the like. In the following explanation, the operation unit 22is assumed to be a touch panel.

The manual mode processing unit 23 performs a battle process in manualmode. Specifically, the manual mode processing unit 23 displays thebelow-described manual mode battle screen 9 on the display unit 21 andconducts the battle based on user operations. Once the battle ends, themanual mode processing unit 23 determines the battle result andtransmits the battle result to the game server 1 via the terminalcommunication unit 20.

The terminal control unit 24 controls the various operations of thecommunication terminal 2. Also, upon acquiring an input signal from theoperation unit 22 in accordance with a user operation received on one ofthe various screens displayed on the display unit 21, the terminalcontrol unit 24 transmits the input signal to the game server 1 via theterminal communication unit 20.

Next, with reference to FIGS. 6(a) and 6(b), the mode selection screen 3is described. The mode selection screen 3 is a screen for causing theuser to select between the manual mode and the auto mode as theprocedure for conducting the battle. At the start of a battle in thegame, when the user has battled the opponent in the past, the modeselection screen 3 is displayed on the display unit 21 of thecommunication terminal 2.

Information in accordance with the predicted result of the battlecalculated by the auto mode processing unit 13 of the game server 1 ispreferably displayed on the mode selection screen 3. The information inaccordance with the predicted result is information suggestive of thebattle result when conducting the battle in auto mode. Specifically, asillustrated in FIG. 6(a), when the predicted result for examplecorresponds to “can win with remaining HP of at least 80% and less than100%”, then “You can easily win!” is the displayed information. On theother hand, if the predicted result corresponds to “can't win”, then“This is quite a tough opponent . . . ” is the displayed information.

As illustrated in FIG. 6(b), the mode selection screen 3 includes acharacter icon 30, message displaying area 31, manual button 32, andauto button 33.

The character icon 30 is the image of a character that presents theinformation displayed in the message displaying area 31 to the user.

The message displaying area 31 is an area displaying a commentencouraging the user to select a procedure for conducting the battle anddisplaying information in accordance with the predicted result of thebattle. Specifically, when for example the predicted result is “can winwith at least 80% and less than 100% of HP remaining”, then “You'vebattled this enemy before, and you can win easily! Which way will youfight?” is displayed in the message displaying area 31.

The manual button 32 is an input interface that receives a useroperation for selecting the manual mode as the procedure for conductingthe battle. Once the user taps the manual button 32, the displayswitches to the below-described manual mode battle screen 9.

The auto button 33 is an input interface that receives a user operationfor selecting the auto mode as the procedure for conducting the battle.Once the user taps the auto button 33, the display switches to thebelow-described confirmation screen 4 or auto mode rendering screen 5.

Next, with reference to FIG. 7, the confirmation screen 4 is described.The confirmation screen 4 is a confirmation screen for the user toconfirm selection of the auto mode on the mode selection screen 3. Theconfirmation screen 4 is displayed on the display unit 21 of thecommunication terminal 2 when the predicted result is more adverse forthe user than a predetermined standard and the user has selected theauto mode on the mode selection screen 3. The predetermined standard maybe set freely by the game provider or the like and may, for example, bea standard value relating to the remaining HP of the player characterafter the battle. In this case, a predicted result that is advantageousfor the user indicates that the remaining HP is at least the standardvalue. Conversely, a predicted result that is adverse for the userindicates that the remaining HP is less than the standard value. In thisway, for example by setting the predetermined standard to be “remainingHP 50%”, the confirmation screen 4 is displayed when the remaining HP inthe predicted result is less than 50% of the maximum HP and the user hasselected auto mode on the mode selection screen 3.

As illustrated in FIG. 7, the confirmation screen 4 includes a charactericon 40, a message displaying area 41, a manual button 42, and an autobutton 43. Since the character icon 40, manual button 42, and autobutton 43 are respectively similar to the character icon 30, manualbutton 32, and auto button 33 in the mode selection screen 3, adescription thereof is omitted.

The message displaying area 41 is an area displaying a commentencouraging the user to confirm selection of auto mode on the modeselection screen 3 despite the fact that the predicted result is abattle result that is more adverse for the user than the predeterminedstandard. Specifically, “You don't stand a chance of winning this way .. . your only hope is to fight the battle yourself. Will you?” isdisplayed in the message displaying area 41.

Next, with reference to FIG. 8, the auto mode rendering screen 5 isdescribed. The auto mode rendering screen 5 is a screen presenting theuser with a rendition of the battle in auto mode. The auto moderendering screen 5 includes a displaying area 50 for the enemy charactername, a displaying area 51 for enemy character images, and a displayingarea 52 for the deck.

The displaying area 50 for the enemy character name is an area fordisplaying the enemy character ID of the enemy character that is theopponent and the number of that enemy character that appears. Thedisplaying area 51 for enemy character images is an area for displayingthe image of each enemy character that is the opponent. The displayingarea 52 for the deck is an area for displaying images of the pluralityof cards included in the user's deck. As a rendition of a battle in automode, the displaying area 52 for the deck moves towards the displayingarea 51 for enemy character images. The displaying area 51 for enemycharacter images and the displaying area 52 for the deck then collide,and the entire screen turns white. Display then switches to thebelow-described battle result screen 6. As compared to the rendition ofa battle with the below-described manual mode battle screen 9, therendition of a battle with the auto mode rendering screen 5 has ashorter display time and is a simpler rendition. Hence, the processingload is smaller.

Next, with reference to FIG. 9, the battle result screen 6 is described.The battle result screen 6 is a screen presenting the user with theresult of the battle in auto mode. The battle result screen 6 includes adisplaying area 60 for the result, a displaying area 61 for the deck, abattle log button 62, and a next button 63. Since the displaying area 61for the deck is similar to the displaying area 52 for the deck, adescription thereof is omitted.

The displaying area 60 for the result is an area displaying whether thebattle was won or lost. FIG. 9 shows an example in which the user wonthe battle, and “WIN!!” is displayed in the displaying area 60 for theresult. Conversely, when the user loses the battle, for example “LOSE .. . ” or the like may be displayed in the displaying area 60 for theresult.

The battle log button 62 is an input interface for receiving a useroperation to display the content of the battle in auto mode. Once theuser taps the battle log button 62, the display switches to thebelow-described battle log screen 7.

The next button 63 is an input interface for receiving a user operationto switch from the battle result screen 6 to the next screen. Once theuser taps the next button 63, the display switches to thebelow-described reward attainment screen 8.

Next, with reference to FIG. 10, the battle log screen 7 is described.The battle log screen 7 is a screen presenting the user with the battlelog 113 that indicates the content of the battle in auto mode. Thebattle log screen 7 includes a displaying area 70 for the battle log anda close button 71.

The displaying area 70 for the battle log is an area for displaying thebattle log 113. By the user swiping the displaying area 70 for thebattle log up and down, the entire battle log 113 can be displayed byscrolling.

The close button 71 is an input interface for receiving a user operationto terminate display of the battle log screen 7. Once the user taps theclose button 71, the display switches to the battle result screen 6.

Next, with reference to FIG. 11, the reward attainment screen 8 isdescribed. The reward attainment screen 8 is a screen presenting theuser with the winning reward provided to the user when the user has wonthe battle. The reward attainment screen 8 includes a displaying area 80for the reward and an OK button 81.

The displaying area 80 for the reward is an area for displayinginformation related to the winning reward provided to the user. Theinformation related to the winning reward includes, for example, animage of the game card or item that is the reward, a card ID or an itemID that can identify an item, and an acquisition count. By the userswiping the displaying area 80 for the reward up and down, theinformation relating to all of the winning rewards can be displayed byscrolling.

The OK button 81 is an input interface for receiving a user operation toterminate the battle process. Once the user taps the OK button 81, thebattle process terminates, and the display switches for example to thescreen immediately before the start of a battle.

Next, with reference to FIG. 12, the manual mode battle screen 9 isdescribed. The manual mode battle screen 9 is a screen for fighting abattle in manual mode. The manual mode battle screen 9 includes i) afield area 90 a displaying a player character 91, a displaying area 92for player status, an enemy character 93 (93 a, 93 b, 93 c), an enemy HPindicator 94 (94 a, 94 b, 94 c), a number of enemy wait turns 95 (95 a,95 b, 95 c), and a target icon 96, and ii) a displaying area 90 b forthe deck in which cards 97 (97 a, 97 b, 97 c, 97 d, 97 e) are displayed.FIG. 12 illustrates the state immediately before the start of a turn,i.e. the state of waiting for a user operation to determine the actionof the player character 91.

The field area 90 a is an area for displaying graphics such as theplayer character 91. The turn progresses once the user determines theaction of the player character 91, and a rendition is provided in thefield area 90 a in accordance with the action of the player character 91and the like.

The player character 91 is a 2D or 3D graphic representing the playercharacter that the user controls. The displaying area 92 for playerstatus displays the remaining HP of the player character 91 numericallyand with an indicator.

Each enemy character 93 (93 a, 93 b, 93 c) is a 2D or 3D graphicrepresenting an enemy character that is the opponent. Each enemy HPindicator 94 (94 a, 94 b, 94 c) indicates the remaining HP of thecorresponding enemy character 93. The number of enemy wait turns 95 (95a, 95 b, 95 c) indicates the number of turns until the correspondingenemy character 93 acts next. The target icon 96 indicates the targetthat the player character 91 is attacking. The user can change theattack target by tapping an enemy character 93.

The displaying area 90 b for the deck is an area for displaying cards 97included in the user's deck. By the user swiping the displaying area 90b for the deck to the left and right, the card 97 of every card includedin the deck can be displayed. The displaying area 90 b for the deck canpreferably be minimized towards the bottom of the display screen. Inthis case, the entire manual mode battle screen 9 becomes the field area90 a.

Each card 97 is displayed as a combination of a card image and an imageindicating the command type of the command that the card has. At thestart of each turn, the user selects one card from among selectablecards 97 to determine the action of the player character 91. Forexample, in the state illustrated in FIG. 12, the card 97 a is selectedif the user drags the card 97 a from the displaying area 90 b for thedeck into the field area 90 a. The player character 91 then attacks theenemy character 93 a with the command that the selected card 97 a has.When a user cannot select a card 97, such as during rendition of thebattle, it is preferably made clear that the user cannot tap the cards97 for example by darkening display of the cards 97.

Next, with reference to FIG. 13, operations of the game server 1according to the present embodiment are described. The flowchart in FIG.13 illustrates operations for a battle process performed by the gameserver 1. This process begins when a predetermined battle event occurs,such as when the player character encounters an enemy.

First, the server control unit 15 determines the opponent with whom theuser battles (step S100). Specifically, the server control unit 15selects an opponent set from the opponent database 111 b and determinesthe selected opponent set to be the opponent.

Next, the procedure determination unit 12 judges whether the user hasbattled the opponent determined in step S100 in the past and won (stepS101). Specifically, the procedure determination unit 12 looks up theopponent set determined in step S100 in the battle history 112. When theopponent set matches a battled opponent set that is included in thebattle history 112 and for which the win-loss information is “win”, theprocedure determination unit 12 judges that the user has won in the past(step S101: Yes), and the process proceeds to step S102. Conversely,when the opponent set does not match a battled opponent set that isincluded in the battle history 112 and for which the win-lossinformation is “win”, the procedure determination unit 12 judges thatthe user has not battled and won in the past (step S101: No), and theprocess proceeds to step S110.

In step S101, when determining that the user has won in the past (stepS101: Yes), the auto mode processing unit 13 calculates the predictedresult of the battle in auto mode (step S102).

Next, the server control unit 15 transmits an instruction to thecommunication terminal 2 to display the mode selection screen 3 (stepS103).

Next, upon receiving from the communication terminal 2 an input signalfor a user operation received on the mode selection screen 3, theprocedure determination unit 12 judges whether auto mode has beenselected based on the input signal (step S104). When auto mode has beenselected (step S104: Yes), the process proceeds to step S105.Conversely, when manual mode has been selected (step S104: No), theprocess proceeds to step S110.

When auto mode has been selected in step S104 (step S104: Yes), theserver control unit 15 judges whether the predicted result of the battlecalculated in step S102 is more adverse for the user than apredetermined standard (step S105). When the predicted result is moreadverse than the predetermined standard (step S105: Yes), the processproceeds to step S106. Conversely, when the predicted result is at leastthe predetermined standard (step S105: No), the process proceeds to stepS108.

When the predicted result is more adverse than the predeterminedstandard in step S105 (step S105: Yes), the server control unit 15transmits an instruction to the communication terminal 2 to display theconfirmation screen 4 (step S106).

Next, upon receiving from the communication terminal 2 an input signalfor a user operation received on the confirmation screen 4, theprocedure determination unit 12 judges whether auto mode has beenselected based on the input signal (step S107). When auto mode has beenselected (step S107: Yes), the process proceeds to step S108.Conversely, when manual mode has been selected (step S107: No), theprocess proceeds to step S110.

When the predicted result is at least the predetermined standard in stepS105 (step S105: No), or when auto mode has been selected in step S107(step S107: Yes), the auto mode processing unit 13 determines thepredicted result calculated in step S102 to be the battle result of thebattle (step S108).

Next, the server control unit 15 transmits an instruction to thecommunication terminal 2 to display the auto mode rendering screen 5(step S109).

Conversely, when judging in step S101 that the user has not won in thepast (step S101: No) or when manual mode is selected in step S104 orstep S107 (step S104: No, step S107: No), the procedure determinationunit 12 determines the procedure for conducting the battle to be manualmode and transmits an instruction to the communication terminal 2 toexecute a battle process in manual mode (step S110).

After step S110, the server control unit 15 waits until acquiring thebattle result for manual mode from the communication terminal 2 (stepS111), and upon acquisition of the battle result, the process proceedsto step S112.

After step S109 or step S111, the server control unit 15 transmits aninstruction to the communication terminal 2 to display the battle resultscreen 6 (step S112).

Next, the server control unit 15 waits until acquiring from thecommunication terminal 2 an input signal for a user operation receivedby the communication terminal 2 on the battle result screen 6 (stepS113).

Upon acquiring the input signal in step S113, the server control unit 15then judges whether the input signal is an input signal via the battlelog button 62 (step S114). When the input signal is an input signal viathe battle log button 62 (step S114: Yes), the process proceeds to stepS115. On the other hand, when the input signal is an input signal viathe next button 63 (step S114: No), the process proceeds to step S116.

When the input signal in step S114 is an input signal via the battle logbutton 62 (step S114: Yes), the server control unit 15 transmits to thecommunication terminal 2 an instruction to display the battle log screen7 (step S115). The process then returns to step S113 and continues.

On the other hand, when the input signal in step S114 is an input signalvia the next button 63 (step S114: No), the winning reward determinationunit 14 judges whether the user has won the battle based on the battleresult determined by the auto mode processing unit 13 in step S108 (stepS116). When the user has won (step S116: Yes), the process proceeds tostep S117. Conversely, when the user has lost (step S116: No), thepresent process terminates.

When the user has won in step S116 (step S116: Yes), the winning rewarddetermination unit 14 determines a winning reward and provides thewinning reward to the user (step S117). The winning reward determinationunit 14 preferably determines the winning reward in accordance with theprocedure for conducting the battle.

The server control unit 15 then transmits an instruction to thecommunication terminal 2 to display the reward attainment screen 8 (stepS118), and the process terminates.

Next, with reference to FIG. 14, operations of the communicationterminal 2 according to the present embodiment are described. Theflowchart in FIG. 14 illustrates operations for a battle processperformed by the communication terminal 2. This process begins when apredetermined battle event occurs, such as when the player characterencounters an enemy.

First, the terminal control unit 24 waits for an instruction from thegame server 1 and judges whether an instruction to execute a battleprocess in manual mode has been received (step S200). When aninstruction for manual mode has been received (step S200: Yes), theprocess proceeds to step S209. Conversely, when an instruction formanual mode has not been received (step S200: No), the process proceedsto step S201.

When an instruction for manual mode has not been received in step S200(step S200: No), the terminal control unit 24 receives an instruction todisplay the mode selection screen 3 from the game server 1 and displaysthe mode selection screen 3 on the display unit 21 (step S201).

Next, upon acquiring from the operation unit 22 an input signal for auser operation received on the mode selection screen 3, the terminalcontrol unit 24 transmits the input signal to the game server 1 (stepS202).

The terminal control unit 24 then waits for an instruction from the gameserver 1 and judges whether an instruction to execute a battle processin manual mode has been received (step S203). When an instruction formanual mode has not been received (step S203: No), the process proceedsto step S204. Conversely, when an instruction for manual mode has beenreceived (step S203: Yes), the process proceeds to step S209.

When an instruction for manual mode has not been received in step S203(step S203: No), the terminal control unit 24 waits for an instructionfrom the game server 1 and judges whether an instruction to display theconfirmation screen 4 has been received (step S204). When an instructionto display the confirmation screen 4 has been received (step S204: Yes),the process proceeds to step S205. Conversely, when an instruction todisplay the confirmation screen 4 has not been received (step S204: No),the process proceeds to step S208.

When an instruction to display the confirmation screen 4 has beenreceived in step S204 (step S204: Yes), the terminal control unit 24displays the confirmation screen 4 on the display unit 21 (step S205).

Next, upon acquiring from the operation unit 22 an input signal for auser operation received on the confirmation screen 4, the terminalcontrol unit 24 transmits the input signal to the game server 1 (stepS206).

The terminal control unit 24 then waits for an instruction from the gameserver 1 and judges whether an instruction to execute a battle processin manual mode has been received (step S207). When an instruction formanual mode has not been received (step S207: No), the process proceedsto step S208. Conversely, when an instruction for manual mode has beenreceived (step S207: Yes), the process proceeds to step S209.

When an instruction for manual mode has not been received in step S207(step S207: No), then upon receiving an instruction to display the automode rendering screen 5 from the game server 1, the terminal controlunit 24 displays the auto mode rendering screen 5 on the display unit 21(step S208).

Conversely, when an instruction for manual mode has been received instep S200, step S203, or step S207 (step S200: Yes, step S203: Yes, stepS207: Yes), the manual mode processing unit 23 performs a battle processin manual mode (step S209).

Next, once the battle ends, the manual mode processing unit 23determines the battle result and transmits the battle result to the gameserver 1 (step S210).

After step S208 or step S210, upon receiving an instruction to displaythe battle result screen 6 from the game server 1, the terminal controlunit 24 displays the battle result screen 6 on the display unit 21 (stepS211).

Next, upon acquiring from the operation unit 22 an input signal for auser operation received on the battle result screen 6, the terminalcontrol unit 24 transmits the input signal to the game server 1 (stepS212).

The terminal control unit 24 then judges whether the input signalacquired in step S212 is an input signal via the battle log button 62(step S213). When the input signal is an input signal via the battle logbutton 62 (step 213: Yes), the process proceeds to step S214. On theother hand, when the input signal is an input signal via the next button63 (step S213: No), the process proceeds to step S216.

When the input signal in step S213 is an input signal via the battle logbutton 62 (step S213: Yes), then upon receiving an instruction todisplay the battle log screen 7 from the game server 1, the terminalcontrol unit 24 displays the battle log screen 7 on the display unit 21(step S214).

Next, the terminal control unit 24 waits for a user operation on thebattle log screen 7 (step S215), and upon receipt of an input signal viathe close button 71 from the operation unit 22, the process returns tostep S211 and continues.

On the other hand, when the input signal in step S213 is an input signalvia the next button 63 (step S213: No), the terminal control unit 24waits for an instruction from the game server 1 and judges whether aninstruction to display the reward attainment screen 8 has been received(step S216). When an instruction to display the reward attainment screen8 has been received (step S216: Yes), the process proceeds to step S217.Conversely, when an instruction to display the reward attainment screen8 has not been received (step S216: No), the process terminates.

When an instruction to display the reward attainment screen 8 has beenreceived in step S216 (step S216: Yes), the terminal control unit 24displays the reward attainment screen 8 on the display unit 21 (stepS217).

The terminal control unit 24 then waits for a user operation on thereward attainment screen 8 (step S218), and upon receipt of an inputsignal via the OK button 81 from the operation unit 22, the processterminates.

As described above, according to the present embodiment, a battlehistory 112 that includes identifiers (opponent sets) of opponents withwhom the user has battled is stored. Based on the battle history 112 andon the identifier of the opponent with whom a battle begins, a procedurefor conducting the battle in the battle game is determined to be eithermanual mode or auto mode, and the battle is conducted with thedetermined procedure. It is hence possible to change the procedure forconducting the battle in accordance with the user's past battleexperience. While maintaining the gaming aspect of a battle in manualmode, user operation can be made less troublesome during a battle inauto mode. Furthermore, the user can efficiently battle in a shortperiod of time in auto mode, thereby improving the user's experience.

According to the present embodiment, when the identifier of the opponentwith whom the battle begins matches the identifier of an opponentincluded in the battle history 112, the mode selection screen 3 allowingthe user to select either manual mode or auto mode is displayed.Conversely, when the identifier of the opponent with whom the battlebegins does not match the identifier of an opponent included in thebattle history 112, the procedure for conducting the battle isdetermined to be manual mode. In this way, the gaming aspect of a battlein manual mode for an opponent that the user is battling for the firsttime can be maintained. At the same time, when the user has alreadybattled an opponent and hence is highly likely to have lost interest,the user can choose to battle using an easy operation in auto mode,thereby improving the user's experience. The identifier of the opponentmay be the individual enemy character IDs of the opponents or theopponent set that indicates a combination of opponents. For example, asin the above-described embodiment, using the opponent set as theidentifier of the opponent allows for maintenance of the gaming aspectin manual mode even when the user has already won against the individualenemy characters, since the level of battle difficulty or the likevaries due to a different number or combination of enemy characters.

According to the present embodiment, the battle history 112 may furtherinclude win-loss information on the user for each opponent with whom theuser has battled, and when the identifier of the opponent with whom thebattle begins matches an identifier that is included in the battlehistory 112 and that identifies an opponent against whom the user haswon, the mode selection screen 3 may be displayed. In this way, for anopponent against whom the user has won in the past, i.e. an opponentagainst whom the user is highly likely to win in a new battle, the usercan choose to battle using an easy operation in auto mode, therebyimproving the user's experience.

According to the present embodiment, the auto mode processing unit 13calculates the predicted result of the battle in auto mode, and beforedetermining the procedure for conducting the battle, displaysinformation corresponding to the predicted result on the display unit21. In this way, by suggesting the battle result in auto mode to theuser, the user can decide which procedure for conducting the battle toselect based on the suggestion.

According to the present embodiment, when the predicted result is moreadverse for the user than a predetermined standard and the user hasselected auto mode on the mode selection screen 3, the confirmationscreen 4 for the user to confirm selection of auto mode is displayed. Itis thus possible to reduce the chance of an unintended adverse result,as when the user selects auto mode due to an erroneous operation or thelike on the mode selection screen 3.

According to the present embodiment, when conducting the battle in automode, the battle log 113 indicating the content of the battle is stored,and the battle log screen 7 for presenting the battle log 113 to theuser is displayed. Even for a battle in auto mode, the user cantherefore confirm the content of the battle, thus increasing the user'sdegree of satisfaction.

According to the present embodiment, the winning reward is determined inaccordance with the procedure for conducting the battle, and thedetermined winning reward is provided to the user. For example, thewinning reward for a battle in manual mode is selected from a rewardgroup with a higher value than the winning reward for a battle in automode. By thus encouraging the user to battle in manual mode, for whichthe gaming aspect is greater, the user's interest in the game can beenhanced.

Although the present invention has been described based on drawings andexamples, it is to be noted that various changes and modifications willbe apparent to those skilled in the art based on the present disclosure.Therefore, such changes and modifications are to be understood asincluded within the scope of the present invention. For example, thefunctions and the like included in the various units and steps may bereordered in any logically consistent way. Furthermore, units or stepsmay be combined into one or divided.

For example, the determination of whether to display the mode selectionscreen 3 may be made based on any information related to the opponent.Specifically, the mode selection screen 3 may be displayed when theplayer character's level is at least a predetermined value higher thanthe level of the enemy character that is the opponent.

Furthermore, the opponent is not limited to being an enemy character andmay be the player character of another user or the like.

Another example is how, when the user wins a battle in manual mode witha result more advantageous for the user than the predicted result of thebattle in auto mode, the winning reward may be selected from a rewardgroup with an even higher value than the normal winning reward formanual mode. The user is thus encouraged to consider battle strategy inmanual mode, thereby enhancing the user's interest in the game.

Yet another example is that the above-described processes performed bythe game server 1 or the communication terminal 2 may be performed incooperation by the game server 1 and the communication terminal 2. Forexample, for a process to cause the communication terminal 2 to displaya game screen, one possible configuration is for a portion of the screen(such as the portion displaying an image in accordance with gameprogress) to be a web display that is displayed based on data generatedby the game server 1, and another portion (such as the portiondisplaying a menu or other fixed input interface) to be a native displayvia a native application installed on the communication terminal 2.

REFERENCE SIGNS LIST

1: Game server

2: Communication terminal

3: Mode selection screen

4: Confirmation screen

5: Auto mode rendering screen

6: Battle result screen

7: Battle log screen

8: Reward attainment screen

9: Manual mode battle screen

10: Server communication unit

11: Storage unit

110, 110 a, 110 b: User data

111, 111 a, 111 b: Opponent database (DB)

112: Battle history

113: Battle log

12: Procedure determination unit

13: Auto mode processing unit

14: Winning reward determination unit

15: Server control unit

20: Terminal communication unit

21: Display unit

22: Operation unit

23: Manual mode processing unit

24: Terminal control unit

30: Character icon

31: Message displaying area

32: Manual button

33: Auto button

40: Character icon

41: Message displaying area

42: Manual button

43: Auto button

50: Displaying area for the enemy character name

51: Displaying area for enemy character images

52: Displaying area for the deck

60: Displaying area for the result

61: Displaying area for the deck

62: Battle log button

63: Next button

70: Displaying area for the battle log

71: Close button

80: Displaying area for the reward

81: OK button

90 a: Field area

90 b: Displaying area for the deck

91: Player character

92: Displaying area for player status

93, 93 a, 93 b, 93 c: Enemy character

94, 94 a, 94 b, 94 c: Enemy HP indicator

95, 95 a, 95 b, 95 c: Number of enemy wait turns

96: Target icon

97, 97 a, 97 b, 97 c, 97 d, 97 e: Card

The invention claimed is:
 1. A system for processing a game, the systemcomprising: a communication terminal; and a sever configured tocommunicate with the communication terminal; wherein: the server isconfigured to: determine an opponent for a user of the communicationterminal to battle in the game; determine, based on battle historyinformation of the user, whether the user has battled with thedetermined opponent in the past; responsive to determining that the userhas battled with the opponent in the past, automatically execute abattle using a parameter associated with the user and a parameterassociated with the opponent to obtain a predicted result of the battle;transmit, to the communication terminal, first information for displayof a selection view for the user to select one of a first mode thatadvances the battle according to a first number of user operations and asecond mode that advances the battle according to a second number ofuser operations that is less than the first number; transmit, to thecommunication terminal, second information to advance the battle in theselected mode; and responsive to a result of the battle in the firstmode being more advantageous for the user than the predicted result,associate a first reward having a first value in the game with the user,the first value being higher than a second value of a second reward;responsive to a result of the battle in the first mode being lessadvantageous for the user than the predicted result, associate thesecond reward with the user; and the communication terminal isconfigured to: display the selection view on a display based on thefirst information; transmit, to the server, identification informationthat indicates the selected mode; and display a game execution viewbased on the second information.
 2. The system according to claim 1,wherein the server is further configured to select the first reward fromrewards having values higher than the second value.
 3. The systemaccording to claim 1, wherein: the server is configured to, responsiveto (i) the predicted result being less advantageous for the user than apredetermined standard, and (ii) determining that the user selects thesecond mode, transmit, to the communication terminal, third informationfor display of a confirmation view that indicates the second mode isselected; and the communication terminal is configured to display theconfirmation view on the display based on the third information.
 4. Thesystem according to claim 1, wherein the communication terminal isconfigured to, responsive to a level of the user being higher than alevel of the opponent by a predetermined value or more, display theselection view on the display.
 5. The system according to claim 1,wherein the communication terminal is configured to, upon adetermination that the game is advanced in the second mode, display abattle log view on the display that indicates content of the battle. 6.The system according to claim 1, wherein the communication terminal isconfigured to: responsive to a new opponent selected when the battlestarts matching an opponent in past battles, display the selection viewon the display; and responsive to the new opponent not matching any ofopponents in the past battles, advance the game in the first mode.
 7. Amethod for processing a game, the method comprising: by a severconfigured to communicate with a communication terminal: determining anopponent for a user of the communication terminal to battle in the game;determining, based on battle history information of the user, whetherthe user has battled with the determined opponent in the past;responsive to determining that the user has battled with the opponent inthe past, automatically executing a battle using a parameter associatedwith the user and a parameter associated with the opponent to obtain apredicted result of the battle; transmitting, to the communicationterminal, first information for display of a selection view for the userto select one of a first mode that advances the battle according to afirst number of user operations and a second mode that advances thebattle according to a second number of user operations that is less thanthe first number; transmitting, to the communication terminal, secondinformation to advance the battle in the selected mode; responsive to aresult of the battle in the first mode being more advantageous for theuser than the predicted result, associating a first reward having afirst value in the game with the user, the first value being higher thana second value of a second reward; responsive to a result of the battlein the first mode being less advantageous for the user than thepredicted result, associating the second reward with the user; by thecommunication terminal: displaying the selection view on a display ofthe communication terminal based on the first information; transmitting,to the server, identification information that indicates the selectedmode; and displaying a game execution view based on the secondinformation.
 8. The method according to claim 7, further comprising: theserver selecting the first reward from rewards having values higher thanthe second value.
 9. The method according to claim 7, furthercomprising: responsive to (i) the predicted result being lessadvantageous for the user than a predetermined standard, and (ii)determining that the user selects the second mode, transmitting from theserver to the communication terminal, third information for display of aconfirmation view that indicates the second mode is selected; anddisplaying on the display of the communication terminal the confirmationview on the display based on the third information.
 10. The methodaccording to claim 7, further comprising: responsive to a level of theuser being higher than a level of the opponent by a predetermined valueor more, displaying the selection view on the display of thecommunication terminal.
 11. The method according to claim 7, furthercomprising: upon a determination that the game is advanced in the secondmode, displaying a battle log view on the display of the communicationterminal that indicates content of the battle.
 12. The method accordingto claim 7, further comprising: responsive to a new opponent selectedwhen the battle starts matching an opponent in past battles, displayingthe selection view on the display of the communication terminal; andresponsive to the new opponent not matching any of opponents in the pastbattles, the communication terminal advancing the game in the firstmode.
 13. A method for processing a game in a communication terminalconfigured to communicate with a server, the method comprising:displaying, on a display of the communication terminal, a selection viewfor a user of the communication terminal to select one of a first modethat advances a battle in the game according to a first number of useroperations and a second mode that advances the battle according to asecond number of user operations that is less than the first number;transmitting, from the communication terminal to the server,identification information that indicates a selected mode that isselected on the selection view; displaying a game execution view on thedisplay of the communication terminal based on information for advancingthe game in the selected mode; and responsive to (i) the user havingbattled with an opponent of the battle in a past battle, and (ii) aresult of the battle in the first mode being more advantageous for theuser than a predicted result, the communication terminal presenting afirst reward having a first value in the game to the user, the predictedresult being a result of the battle automatically executed using aparameter associated with the user and a parameter associated with theopponent, the first value being higher than a second value of a secondreward; and responsive to a result of the battle in the first mode beingless advantageous for the user than the predicted result, thecommunication terminal presenting the second reward to the user.
 14. Themethod according to claim 13, wherein the first reward is selected bythe server from rewards having values higher than the second value. 15.The method according to claim 13, further comprising: responsive to (i)the predicted result being less advantageous for the user than apredetermined standard, and (ii) determining that the user selects thesecond mode, displaying a confirmation view that indicates the secondmode is selected by the user on the display of the communicationterminal.
 16. The method according to claim 13, further comprising:responsive to a level of the user being higher than a level of theopponent by a predetermined value or more, displaying the selection viewon the display of the communication terminal.
 17. The method accordingto claim 13, further comprising: in an case the game is advanced in thesecond mode, displaying a battle log view on the display of thecommunication terminal that indicates content of the battle.
 18. Themethod according to claim 13, further comprising: responsive to a newopponent selected when the battle starts matching an opponent in pastbattles, displaying the selection view on the display of thecommunication terminal; and responsive to the new opponent not matchingany of opponents in the past battles, the communication terminaladvancing the game in the first mode.